Ulfrid's Contingency isn't a contingency at all. Possible solution.

Unified_Gaming
Unified_Gaming
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The contingency name doesn't feel right in its current design.

I wish it had more control over the proc in the secondary scripts which let you focus on your playstyle/needs:
- Script of delaying strike [amplify the effect by 40% but the effect to trigger after 3 seconds e.g. 10k spamable becomes 14k burst skill] creating a delayed frost burst skill.
- Script of affliction [Amplify the the damage by 100% but spread the damager over 20s i.e. 10k spamable becomes 20k dot]
- Script of Emergency [when below 30% hp cause the effect] i.e. auto heal
- Script of freedom [when afflicted with a snare or immobilize trigger the effect] e.g. auto snare removal or heal or armour buff as big hit coming
- Script of protection [The next time you take damage, the effect is triggered] e.g. make it give armour buff
- Script of foresight [The next time you damage a target, trigger the effect] i.e. cast skill to give crit buffs or damage buff

Thoughts?
Edited by Unified_Gaming on April 22, 2024 8:17PM
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  • MashmalloMan
    MashmalloMan
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    In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.

    Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".

    I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.

    The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?

    You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.
    Edited by MashmalloMan on April 22, 2024 8:35PM
    PC Beta - 2200+ CP

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  • Unified_Gaming
    Unified_Gaming
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    In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.

    Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".

    I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.

    The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?

    You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.

    I agree and saw many things images and guides with many websites still show the 50% proc. The current proc condition being consumed on your next global cooldown has 0 contingency or planning. The skill sounds, especially given the name, that you plan ahead for something which its current design just does not let you do.

    That is why, I posted the options above for the 2nd script. It would let you create skills like runeguard of freedom a health % proc that triggers when below 50% hp. At present you can't create anything like that. I also think having options like this would help a lot of new players as they could make a buff that is an auto 'OH NO!' and help those who may find reacting fast harder - thinking of people who struggle with APM.
    Unified Gaming - creating a shared and Unified Gaming community.

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  • Unified_Gaming
    Unified_Gaming
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    In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.

    Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".

    I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.

    The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?

    You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.


    I agree that they need to keep standards like they do with sets for balance. It is just a shame there isn't as many opportunities to select the 'trigger' per say.
    Unified Gaming - creating a shared and Unified Gaming community.

    For some of the best and most up to date PVP builds around or useful tips and tricks from an experienced player for PvP and PvE, then check out my channel and consider subscribing if you want to see regular ESO content.

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  • DrNukenstein
    DrNukenstein
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.
    Edited by DrNukenstein on April 24, 2024 9:33PM
  • Necrotech_Master
    Necrotech_Master
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    In an early preview of the chapter, the proc effect was based on your resource falling below 50%, I'm not sure if you also needed to cast below 50% or if it automatically fired. Creators at the time said it didn't feel good, like they couldn't control it well, the proc condition was too convoluted. ZOS informed them that they had a new, better version in the works that would fix those complaints.

    Well.. What they came up with is certainly easier, but it's almost TOO easy I'd argue, removing almost any control over when you want it to fire and eliminating the need for a name like "contingency".

    I personally did not want the -50% resource requirement. My original hope was it would fire when your HP got low enough or maybe something controllable like bashing or partially charged heavy attacks.

    The fact that this is a rune you apply to yourself for 24s that procs literally 1 gcd later makes it really awkward to base your setup around. It makes it feel like it shouldn't be there at all because it just makes it clunky at worst, at best, you get a 1s delayed proc. It also feels WAY too similar in function to Soul Burst, effectively giving you the same skill twice. In a new system with 100s of potential grimoire ideas, why are 2/11 of them practically the same?

    You can tell they did a complete 180 on it. Similarly to how a bunch of aoe grimoires have taunt options that only taunt 1 enemy. It really feels like part way through development in January a higher up told the scribing team that aoe taunts go against their design philosophy and where they want the next 10 years of ESO to go... someone on the scribing team spoke up and said "what about the Tormentor set".. then they had to nerf it to fall in line. lol just my guess. Taunts really should not be an option on aoe grimoires. Out of place.

    if it only proc'd once and then the effect expired, the "24 sec duration" doesnt make any sense, unless your using it to "prebuff" a burst setup due to how long it lasts

    now if it was a 24 sec buff that could trigger extra dmg every 3 or 5 seconds (similar to the arcanist scholarship ability) that might give it more utility

    every 6 seconds would allow it to trigger 4 times before it needed a refresh
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  • NyassaV
    NyassaV
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    I guess the name is weird but the skill itself is useful enough. Melee gankers can make decent use of it
    Flawless Conqueror ~ Grand Overlord
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  • ESO_Nightingale
    ESO_Nightingale
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.

    I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • MashmalloMan
    MashmalloMan
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.

    I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.

    As long as it was a partially charged heavy attack it would be good.
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
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    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • Unified_Gaming
    Unified_Gaming
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    NyassaV wrote: »
    I guess the name is weird but the skill itself is useful enough. Melee gankers can make decent use of it

    It procs on second skill cast / resource use. So you cast the skill then cast cloak AND BOOM skill procs with the cloak cast. As a skill itself, it doesn't do enough vs say cloak into heavy attack concealed weapon.

    I've also tried cloak then the skill then a 2nd skill HOWEVER when you cast cloak and are invisible, the actual cast of this skill breaks your invisibility making cloak, contingency into another skill not an option. In addition to this, it also procs on roll dodge and ultimate cost but not sneak cost or potion use.

    As such, I can't see how you would actually use this - what combo would you do?
    At present I do cloak into wrecking blow, LA, concealed weapon as shown here: https://youtu.be/XcK-ekOA-48
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  • Unified_Gaming
    Unified_Gaming
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.

    If they made it where the buff procs on consume but also procs if you double cast it so you can use it as a buff skill if needed too.
    Unified Gaming - creating a shared and Unified Gaming community.

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  • ssewallb14_ESO
    ssewallb14_ESO
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    I love the current iteration. Is it a bit samey? Yes, but that's not necessarily a bad thing as it allows for skill combos with other scribing skills. It can also as of now be bash cancelled which adds a cool interaction for tanks and bash builds.

    It would be cool to adjust the proc condition though as suggested.
    Edited by ssewallb14_ESO on April 27, 2024 6:17PM
  • Seraphayel
    Seraphayel
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    Isn’t the skill only centered around the character? Is it basically useless for a ranged player that wants to stay at range?
    PS5
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  • Unified_Gaming
    Unified_Gaming
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    Seraphayel wrote: »
    Isn’t the skill only centered around the character? Is it basically useless for a ranged player that wants to stay at range?

    Yeah it doesn't have range on it at all. It's an aoe around you similar to pulsar or whirling blades.
    Unified Gaming - creating a shared and Unified Gaming community.

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  • Unified_Gaming
    Unified_Gaming
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    I love the current iteration. Is it a bit samey? Yes, but that's not necessarily a bad thing as it allows for skill combos with other scribing skills. It can also as of now be bash cancelled which adds a cool interaction for tanks and bash builds.

    It would be cool to adjust the proc condition though as suggested.

    I just think the naming needs adjusting if it is to be a contingency. Even if it was 'Ulrid's Foresight - invoke the magical energies of Ulfried herself to cast a pre-emptive rune that triggers on your next resource action.'

    Ideally though, adjusting the concept to be as outlined in the original would be better and give people more choice with the skill.
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  • ESO_Nightingale
    ESO_Nightingale
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.

    I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.

    As long as it was a partially charged heavy attack it would be good.

    Very strange in pve though, wouldn't enjoy it that much.
    PvE Frost Warden Main and teacher for ESO-U. Frost Warden PvE Build Article: https://eso-u.com/articles/nightingales_warden_dps_guide__frost_knight. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Unified_Gaming
    Unified_Gaming
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    Low health or heavy attack condition good :)

    next skill cast condition bad :(

    I think it should also give it's major/minor buff on cast instead of on trigger, and sorcery/brutality should be an option. Causing the major/minor buff to expire on trigger would add depth to the skill, but would be detrimental to most use cases so I'm for that too.

    I think making it trigger off heavy attacks is a pretty crap condition. I think its a lot better as it currently is.

    As long as it was a partially charged heavy attack it would be good.

    Very strange in pve though, wouldn't enjoy it that much.

    Yeah, I think it needs to be simple to use but also effective in its own right and at present it feels very edge case in all honesty.
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  • Seraphayel
    Seraphayel
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    Seraphayel wrote: »
    Isn’t the skill only centered around the character? Is it basically useless for a ranged player that wants to stay at range?

    Yeah it doesn't have range on it at all. It's an aoe around you similar to pulsar or whirling blades.

    I wish it would work like DKs Inferno or whatever. I hate effects that are centered around the caster when you‘re playing a ranged build.
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  • DrNukenstein
    DrNukenstein
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    Cast contingency>heavy attack> cast any skill

    I guess they could just leave it as a better version of crushing weapon....
    Edited by DrNukenstein on May 9, 2024 9:13PM
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